Difference between revisions of "Button:pl (Portal 2)/en"

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m (who made all the polish pages so wrong?? almost every single polish page has the name so wrong that I don't even know how they managed to come up with them)
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[[File: Portal_2_buttons.png|thumb|right|400px]]
 
'''Buttons''' are interactive objects in the Portal series. There are different kinds of buttons in [[Portal 2]], which can be activated in different ways. The standard button can only be triggered by the player. A floor button can be activated by both the player and a cube, and cube buttons can only be toggled by cubes.
 
 
 
==Button==
 
[[File:prop_button.png|thumb|left|70px|The pillar style button]][[File:Prop under button.png|thumb|right|80px|The Old Aperture pillar button]]
 
 
 
The tall, red capped, player activated button is very simple to create. It can be tied to a timer.
 
 
 
===Creation===
 
First, place a [[prop_button]] entity on the ground and position it where you want it. Direct the '''OnPressed''' output to a [[logic_relay]] or instance containing the actions that should occur when the button is pressed.
 
 
 
To have the button act as a timer, set the '''Delay Before Reset''' property to the desired amount of time and '''Play timer sound?''' to "Yes." Direct the '''OnButtonReset''' to the trigger you want to activate when time runs out.
 
 
 
[[prop_under_button]] functions in the same way, but has a different model, and is used in the underground sections of old Aperture.
 
 
 
==Floor Button==
 
===Original Button===
 
[[File:Super_button_p2_blue.jpg|thumb|left|100px|The Super button]]
 
Often but not necessarily positioned on the floor, it can be activated by both cubes and the player.
 
 
 
====Creation====
 
Select the entity creation tool and choose [[prop_floor_button]] from the list. Spawn it, an place it where you want on the map. By going into the properties of the button, you can choose what you want to happen when it is pressed (OnPressed) or when it is released (OnUnPressed).
 
Under the 'Button model' property in the 'Class Info' tab you can change the way the floor button looks. Just filter "portal_button" in the model browse menu.
 
 
 
{{note| not in a way that it'll look like the cube only button.}}
 
 
 
In order to create the base, as they appear in-game, simply add an [[instance]] with the 'base' .VMF. There are four different bases: destroyed\intact black, destroyed\intact white
 
[[File:prop_floor_cube_button.jpg|right|thumb|100px|The cube-specific floor button.]]
 
 
 
===Cube Button===
 
Created by placing a [[prop_floor_cube_button]]. A version of the button that is square, mostly because it is activated '''only''' by a [[prop_weighted_cube]]. Has the same outputs as the other floor buttons.
 
 
 
[[File:prop_floor_ball_button.jpg|right|thumb|100px|The sphere-specific floor button.]]
 
===Ball Button===
 
Created by placing a [[prop_floor_ball_button]]. A version of the button that is round and smaller, mostly because it is activated by a [[prop_weighted_cube]] with CubeType set to Sphere. Outputs are the same as the older button.
 
 
 
== See also ==
 
*[[Cube (Portal 2)|Cubes]]
 
*[[Test Door (Portal 2)|Doors]]
 
*[[Indicator Lights (Portal 2)|Indicator Lights]]
 
*[[Env_instructor_hint]]
 

Latest revision as of 13:10, 12 January 2024

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